Drilldown: CardReleases
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- CardReleases (24728)
- CardSets (31)
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BaseCardID:
Title:
None (64) ·
Always Helps (1) ·
Bearer of Great Secrets (1) ·
Captain of Cirith Ungol (1) ·
Dark as Darkness (1) ·
Halfling Hunter (2) ·
Her Sneak (1) ·
Hopeless (1) ·
Hurried Guide (1) ·
Mad Thing (1) ·
Minion of the White Wizard (2) ·
Nasty Treacherous Creature (1) ·
Now Perfected (2) ·
Old Noser (2) ·
Old Villain (1) ·
Pitiable Guide (1) ·
Plotting Deceiver (1) ·
Poor Creature (1) ·
Resilient Captain (1) ·
River-daughter (2) ·
Scout and Guide (2) ·
Servant of Isengard (2) ·
Servant of Saruman (1) ·
Simple Stoor (1) ·
Skulker (2) ·
Slinker (1) ·
Slippery Sneak (1) ·
Small Slimy Creature (1) ·
Stinker (2) ·
The Master (2) ·
Threatening Guide (1) ·
Tower Captain (2) ·
Ugly Fellow (1) ·
Vile Creature (1) ·
Worker of Mischief (1) ·
Wretched and Hungry (2) ·
Wretched Creature (1)
GameText:
Damage +1. (3) ·
None (3) ·
To play, remove 2 burdens or 2 threats. Skirmish: Spot 2 [SHIRE] companions and exert Tom Bombadil X times, where X is the fellowship's site number, to cancel a skirmish involving a [SHIRE] companion. (2) ·
Ring-bound. To play, add a burden. Each Ring-bound companion is resistance +1. Skirmish: Exert 2 Ring-bound Hobbits to make Smeagol strength +1 and prevent him from being overwhelmed unless his strength is tripled. (2) ·
Ring-bound. To play, add a burden. Each time Smeagol wins a skirmish, you may play the fellowship's next site. Skirmish: If Smeagol is at a marsh, exert him to cancel a skirmish involving him. (2) ·
Damage +1. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) While you can spot 7 possessions, Shagrat is fierce and cannot take wounds (except during skirmish phases). (2) ·
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Exert Gollum twice to make another minion strength +2. (2) ·
Damage +1. Each time Lurtz wins a skirmish, the Free People?s player must exert X companions, where X is the current region number. (2) ·
Damage +1. Skirmish: If no other minions are assigned to a skirmish, you may exert this minion twice to make it fierce and strength +4 until the regroup phase. (2) ·
Damage +1. The twilight cost of this minion is -1 for each site you control. (2) ·
Gollum is strength +1 for each burden. Each times Gollum wins a skirmish, you may add a burden. (2) ·
Ring-bound. To play add a burden. Regroup: Exert Smeagol (or Gollum) twice to reveal the top 4 cards of your draw deck. Wound a minion for each Shadow card revealed. Place those 4 cards beneath your draw deck in any order. (2) ·
Damage +1. Response: If a special ability of a companion who has resistance 5 or less is used, exert this minion to cancel its effect. (2) ·
To play, spot an [URUK-HAI] minion. While you can spot a fierce minion, this minion is fierce. While you can spot a hunter, this minion gains hunter 1. While you can spot a character that is damage +1, this minion is damage +1. (2) ·
Each time the fellowship moves to a river, heal Goldberry and Tom Bombadil. Skirmish: If the fellowship is at a river, exert Goldberry to make a companion strength +1. (2) ·
Archer. Damage +1. Maneuver: Spot 6 companions to make Lurtz fierce until the regroup phase. Assignment: Exert Lurtz twice to assign it to an unbound companion. The Free Peoples player may exert that companion or add a burden to prevent this. (2) ·
Archer. Damage +1. Maneuver: Spot another Uruk-hai to make Lurtz fierce until the regroup phase. (2) ·
Damage +1. To play, spot an [URUK-HAI] minion. Each companion who has resistance 0 is strength -3. Each time Uruk Zealot wins a skirmish, you may draw 3 cards. (2) ·
Archer. Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) Lurtz is strength +3 for each exhausted companion you can spot. (2)
TaggedGameText:
None (3) ·
Damage +1. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
While you can spot 7 possessions, Shagrat isfierce and cannot take wounds (except during skirmish phases). (2) ·
Damage +1.
Skirmish: If no other minions are assigned to a skirmish, you may exert this minion twice to make it fierce and strength +4 until the regroup phase. (2) ·
Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Skirmish: Exert Gollum twice to make another minion strength +2. (2) ·
Ring-bound. To play, add a burden.
Regroup: Exert Sméagol (or Gollum) twice to reveal the top 4 cards of your draw deck. Wound a minion for each Shadow card revealed. Place those 4 cards beneath your draw deck in any order. (2) ·
Damage +1. To play, spot an urukhai minion. Each companion who has resistance 0 is strength –3. Each time Uruk Zealot wins a skirmish, you may draw 3 cards. (2) ·
Ring-bound. To play, add a burden.
Each time Sméagol wins a skirmish, you may play the fellowship's next site.
Skirmish: If Sméagol is at a marsh, exert him to cancel a skirmish involving him. (2) ·
Ring-bound . To play, add a burden.
Each Ring-bound companion is resistance +1.
Skirmish: Exert 2 Ring-bound Hobbits to make Sméagol strength +1 and prevent him from being overwhelmed unless his strength is tripled. (2) ·
Damage +1.
Response: If a special ability of a companion who has resistance 5 or less is used, exert this minion to cancel its effect. (2) ·
Each time the fellowship moves to a river, heal Goldberry and Tom Bombadil.
Skirmish: If the fellowship is at a river, exert Goldberry to make a companion strength +1. (2) ·
Damage +1 .
Each time Lurtz wins a skirmish, the Free People’s player must exert X companions, where X is the current region number. (2) · Gollum is strength +1 for each burden. Each time Gollum wins a skirmish, you may add a burden. (2) ·Archer. Damage +1 .
Maneuver: Spot another Uruk-hai to make Lurtz fierce until the regroup phase. (2) ·
To play, remove 2 burdens or 2 threats.
Skirmish: Spot 2 shire companions and exert Tom Bombadil X times, where X is the fellowship’s site number, to cancel a skirmish involving a shire companion. (2) ·
To play, spot an urukhai minion.
While you can spot a fierce minion, this minion isfierce .
While you can spot a hunter, this minion gainshunter 1 .
While you can spot a character that is damage +1, this minion isdamage +1 . (2) ·
Archer. Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) Lurtz is strength +3 for each exhausted companion you can spot. (2)
While you can spot 7 possessions, Shagrat is
Skirmish:
Each time Sméagol wins a skirmish, you may play the fellowship's next site.
Each Ring-bound companion is resistance +1.
Each time Lurtz wins a skirmish, the Free People’s player must exert X companions, where X is the current region number. (2) · Gollum is strength +1 for each burden. Each time Gollum wins a skirmish, you may add a burden. (2) ·
While you can spot a fierce minion, this minion is
While you can spot a hunter, this minion gains
While you can spot a character that is damage +1, this minion is
FormattedGameText:
Each time the fellowship moves to a river, heal Goldberry and Tom Bombadil.
'''Skirmish:''' If the fellowship is at a river, exert Goldberry to make a companion strength +1. (2) ·
'''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.)
'''Skirmish:''' Exert Gollum twice to make another minion strength +2. (2) ·
'''Ring-bound'''. To play, add a burden.
Each Ring-bound companion is resistance +1.
'''Skirmish:''' Exert 2 Ring-bound Hobbits to make Sméagol strength +1 and prevent him from being overwhelmed unless his strength is tripled. (2) ·
'''Ring-bound.''' To play, add a burden.
Each time Sméagol wins a skirmish, you may play the fellowship's next site.
'''Skirmish:''' If Sméagol is at a marsh, exert him to cancel a skirmish involving him. (2) ·
Gollum is strength +1 for each burden. Each time Gollum wins a skirmish, you may add a burden. (2) ·
'''Damage +1'''.
Each time Lurtz wins a skirmish, the Free People’s player must exert X companions, where X is the current region number. (2) ·
'''Damage +1. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)''
While you can spot 7 possessions, Shagrat is '''fierce''' and cannot take wounds (except during skirmish phases). (2) ·
To play, remove 2 burdens or 2 threats.
'''Skirmish:''' Spot 2 [[Image:Culture_Shire.svg|x20px|text-bottom|link=Shire_Culture|class=whitebg]] companions and exert Tom Bombadil X times, where X is the fellowship’s site number, to cancel a skirmish involving a [[Image:Culture_Shire.svg|x20px|text-bottom|link=Shire_Culture|class=whitebg]] companion. (2) ·
'''Archer.''' '''Damage +1.''' '''Muster.''' (At the start of the regroup phase, you may discard a card from hand to draw a card.) Lurtz is strength +3 for each exhausted companion you can spot. (2) ·
'''Damage +1.''' To play, spot an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion. Each companion who has resistance 0 is strength –3. Each time Uruk Zealot wins a skirmish, you may draw 3 cards. (2) ·
To play, spot an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion.
While you can spot a fierce minion, this minion is '''fierce'''.
While you can spot a hunter, this minion gains '''hunter 1'''.
While you can spot a character that is damage +1, this minion is '''damage +1'''. (2) ·
'''Damage +1.'''
'''Response:''' If a special ability of a companion who has resistance 5 or less is used, exert this minion to cancel its effect. (2) ·
'''Archer.''' '''Damage +1'''.
'''Maneuver:''' Spot another Uruk-hai to make Lurtz '''fierce''' until the regroup phase. (2) ·
'''Ring-bound.''' To play, add a burden.
'''Regroup:''' Exert Sméagol (or Gollum) twice to reveal the top 4 cards of your draw deck. Wound a minion for each Shadow card revealed. Place those 4 cards beneath your draw deck in any order. (2) ·
'''Damage +1.
Skirmish:''' If no other minions are assigned to a skirmish, you may exert this minion twice to make it '''fierce''' and strength +4 until the regroup phase. (2)
Lore:
None (12) ·
“‘O yes, Shelob will get him, not Sméagol: he promised; he won't hurt Master at all.'” (2) ·
They are trained to parry the swords of their enemies. (2) ·
“They would have foundered in the Dead Marshes but for Gollum.” (2) ·
“You will taste man-flesh!” (2) ·
The Uruk-hai do not question the authority of the White Hand. They know its cause is righteous. (2) ·
Some minions prefer to fight alone. (2) ·
“‘And now... perfected. Grown beyond the height of Men – straight-limbed and strong, fearing nothing.'” (2) ·
Saruman bred this ruthless commander, whose brutality matched his own ambition, to track the Nine Walkers. (2) ·
“...this creature is in some way bound up with my errand.'” (2) ·
Attacking in swarming hordes, the Uruk-hai close with the enemy rapidly to make weapons useless. (2) ·
“‘Still he's a Baggins, my precious, yes, a Baggins. A Baggins stole it. He found it and he said nothing. We hates Bagginses.'” (2) ·
"I don't take orders from stinking Morgul rats!" (2)
Showing below up to 112 results in range #1 to #112.